02-14-2016, 08:14 AM
Some semi-random thoughts on terrain generation
|
Thanks given by: Seadragon91
02-14-2016, 06:50 PM
No, that was not intentional, we should probably mimic Vanilla here as well, which means stopping the clay a few blocks under the sealevel. Those ravines do look cool, though, perhaps we can make them into a separate finisher that would put the clay around some ravines.
Thanks given by: NiLSPACE
I believe someone ordered a flower generator for the overworld in a certain presentation that was live streamed?
Thanks given by: sphinxc0re , xoft , Schwertspize
It might need some parameter tweaking, such as the number of blocks that it sets, or the distance between the clumps. Other than that, good job
![]() Here's a Mesa for you. http://img-9gag-fun.9cache.com/photo/apvRbv9_700b.jpg
The generator doesn't work like that. Per chunk it currently only tries to place one clump at most. What I want to figure out first though is a good way to determine what flowers should be placed in what biome. I was thinking of adding an option in the world.ini with some kind of format:
Code: [Generator] Or something like that. Currently I have a large switch in the code which we obviously don't really want as it's ugly and cannot be configurated.
03-05-2016, 10:48 PM
"And here you see a rare flower blooming"
![]() I finally had some time to work on this again. As you can see it's now configurable. ![]()
03-06-2016, 02:47 AM
Rare flowers bloom into lapis lazuli blocks?
03-06-2016, 03:35 AM
No, you can configure what the clumps are ^^
03-06-2016, 07:30 AM
ohhhh
03-12-2016, 07:59 AM
Following my terrible presentation, I updated the documentation to include the Grown biome generator, along with lots and lots of colorful examples:
https://github.com/cuberite/cuberite/pull/3078 Thanks given by: NiLSPACE
|
« Next Oldest | Next Newest »
|
Users browsing this thread: 4 Guest(s)